The wizard curses a single enemy model.
If succesfully cast the target may only
hit opponents on a roll of a 6 with either
ranged or HtH attacks. Lasts until the casters
next Recovery. Difficulty: 8, Range 24".

2. The Writhing Worm

The target must roll less than or equal
to their Strength or be cocooned in magic
and count as Knocked Down. In each of their
own recovery phases the target may attempt
to roll under or equal to their S on a d6
to break free, following all the rules regarding
a model that recovers from being Knocked
Down. Difficulty: 8, Range: 24.

3. Hunting Spear

The wizard hurls a mystical spear at any
enemy model within LOS not fighting in HtH,
rolling to hit using his BS. Any model struck
by the Spell suffers a single S6 hit that
causes d3 Wounds. Normal Armor saves do
not apply. Difficulty: 9, Range: 24"

4. Peace

If cast on a friendly model, the model automatically
rallies. If cast upon an enemy model, the
model must make a Leadership check to attack
any models in the casters warband in any
way. Lasts until the casters next Recovery
phase. Not vs Immune to Psychology. Difficulty
7, Range: 24.

5. The Green Eye

The wizard projects a bolt of mystic green
energy 18" long and 1" wide that
ignores terrain and obstructions. Any model
whose base is even partially under this
line must roll under their Initiative or
suffer d3 S4 hits. Difficulty: 9, Range:
18"

6. Lesser Flesh of Stone

The wizard assumes the aspect of Stone,
doubling his Toughness and gaining an unmodified
save of 4+ vs any attack, but halves their
Movement and Initiative (rounded up), and
only rolls 1d6 for distance should he break
while the Spell is active. The Spell remains
in effect, but the wizard must make a Ld
test every Recovery Phase to prevent it
from fizzling out; the player can chose
to auto-fail this Ld test if they would
prefer to have the Spell turn off. Difficulty:
9, Range: Self only.